Class MotionData
- Namespace
- TrinketTinker.Models
- Assembly
- TrinketTinker.dll
Data for TrinketTinker.Companions.Motions, defines how a companion moves.
public sealed class MotionData : IHaveArgs
- Inheritance
-
MotionData
- Implements
- Inherited Members
Properties
AlwaysMoving
If true, continue the moving animation when not owner is not moving.
public bool AlwaysMoving { get; set; }
Property Value
Anchors
Prefer AnchorTargetData that comes earlier in the list. Defaults to Owner.
public List<AnchorTargetData>? Anchors { get; set; }
Property Value
AnimClips
Repository of anim clips that can be shown in place of the default movement anim. Must live on the same sprite sheet specified by variant data.
public AnimClipDictionary AnimClips { get; set; }
Property Value
Args
public ArgsDict? Args { get; set; }
Property Value
DirectionMode
Direction mode, determines how sprites should be arranged.
public DirectionMode DirectionMode { get; set; }
Property Value
DirectionRotate
Apply sprite rotation depending on direction.
public bool DirectionRotate { get; set; }
Property Value
Flip
Sprite flip to apply to the directional animation
public SpriteEffects Flip { get; set; }
Property Value
- SpriteEffects
FrameLength
Length of 1 set of movement animation.
public int FrameLength { get; set; }
Property Value
FrameStart
First frame of the animation.
public int FrameStart { get; set; }
Property Value
HideDuringEvents
Hide the companion during all events.
public bool HideDuringEvents { get; set; }
Property Value
Interval
Miliseconds between frames.
public double Interval { get; set; }
Property Value
LayerDepth
Layer depth mode.
public LayerDepth LayerDepth { get; set; }
Property Value
LoopMode
Animation looping mode.
public LoopMode LoopMode { get; set; }
Property Value
MotionClass
Type name of the motion, can use short form like "Hover" for hover motion.
public string MotionClass { get; set; }
Property Value
Offset
Position offset.
public Vector2 Offset { get; set; }
Property Value
- Vector2
RepeatCount
Number of times to repeat the draw.
public float RepeatCount { get; set; }
Property Value
RepeatFrameSets
When used with repeat, apply offset of this value times number of frames (per direction mode and frame length).
Example with RepeatFrameSets = 2 DirectionMode = R and FrameLength = 4.
- The initial companion need 4 frames, taking up frames 0 to 3.
- First repeat companion need 4 frames, taking up frames 4 to 7.
- Second repeat companion need 4 frames, taking up frames 8 to 11.
public int RepeatFrameSets { get; set; }
Property Value
RepeatInterval
Number of miliseconds between repeats.
public double RepeatInterval { get; set; }
Property Value
SpeechBubbles
Repository of speech bubbles (overhead text for companions). Can be proc'd by ability activation.
public Dictionary<string, SpeechBubbleData> SpeechBubbles { get; set; }